Dizzard Wizzard by ryjcio

Welcome to Dizzard Wizzard!
You are a young wizzarding adept, who is seeking great knowledge in the unstable arcanes of magic elements.
Try using different magic elements combos to come up with new spells. Watch out thou, magic is very unstable and can be harmfull for the ones who are not certain of it.

Controls:
Arrows - movement
W/S/A/D - magic elements (spell casting)
ALt + F4 - Exit game
ENTER - Magic scroll
SPACE - stops player movement but allows to rotate
We encourage you to try to play using GamePad if you have XBox Game pad or something else but compatible.
Combos:
There's more combos in game, but you need to discover them!
Fireball = D > A
This is a sequence. For example: to cast fireball, you need to press D, then A. Not simultaneously.

Team
Our 3rd attempt on making a 3D game together at Ludum jams. 4 of us in the bulding and one online. Loads of pizza, beer and fun. We feel like this is the best one we've made so far, certainly the most organized, as we used our experience from all of the previous editions we took part in.
Art: Alicja
VFX: Pączek
Programming: Ryjcu, Lucy
Sound and music: Cebula
Chicken asset was premade by Pączek Animations: Mixamo
Post jam changes:
- add timer
- improve Aiming
- add Game Pad support
- fix collision detection for enemies
- fix animation glitches of enemies
- add button to stop movement to allow player to aim without running
- change game balance
- change spells order and parameters
- adjust HUD to show how to open doors
- change HUD fonts
- adjust walls and architecture fading
- change some level art
- add missing audio sounds (for example steps for enemies or door cracking when opened)
- if you misspell and there is no possibility for you to enter good combination, negative effect happens right away
Bugfixes:
- player cannot die properly. He should die like human, not hanging out like a ghost.
- Some of enemies refuse to die. We forced them to do it in the patched version
- Can't finish the game because doors on the level 2 won't open.
- Cannot discover more then 1 spell: the game will glitch in the way that makes it impossible to play
- After restarting the level sometimes we cannot cast a spell at all, even sequence is proper
- Unity messed up with lighting setup between scenes
- Combination of being drunk and air dash results in permanent slow down
- Some obstacles don't detect collision with fireball properly
- Floating texts over chests or enemies sometimes don't show up at all, sometimes are glitchy, sometimes they're working fine
- spell hints are in different format now (changed + to >, as + suggested that keys should be pressed at the same time, which is not true)
- add information how to open discovered spells menu to the learning spell screen
Ratings
| Overall | 263th | 3.897⭐ | 65🧑⚖️ |
| Fun | 325th | 3.789⭐ | 66🧑⚖️ |
| Innovation | 437th | 3.602⭐ | 66🧑⚖️ |
| Theme | 835th | 3.445⭐ | 66🧑⚖️ |
| Graphics | 195th | 4.281⭐ | 66🧑⚖️ |
| Audio | 285th | 3.762⭐ | 65🧑⚖️ |
| Humor | 412th | 3.459⭐ | 63🧑⚖️ |
| Mood | 589th | 3.555⭐ | 66🧑⚖️ |
| Given | 196🗳️ | 194🗨️ |
Controls are a bit funky, it is really hard to focus on spell sequences, placement and orientation at the same time, at first it was a real challenge to hit a fireball. But I wonder, point&clic for placement and cursor location for direction would've made it waaaay smoother, but the game would've lost this part of challenge/reward kindof thing that comes with succeeding to master the controls. It is a whole design choice by itself. I guess for a quick game with less than an hour of gameplay, it makes sense to chose this over more QoL, but at some point down the line of designing lots of spells, mobs and bosses, even level design...Content in general, it might imply some restrictions from a "player capability" perspective. I mean, what even is the point of a game that is too hard for mere mortals with average attention span and focus, to play ?
Cool game! Thought inducing about design choices.
For a game that encourages you to experiment and try different things I think it's a funny choice to have certain spells damage you, but that's exactly the reason why this game ended up being pretty memorable for me. Kudos for sticking to these brutal design choices and for making such an interesting game in a short amount of time!
There's a very Naheulbeuk/Discworld vibe to it, which I appreciate. Some issues with balancing I think, as well as kinda rigid controls.
Overall a big kudos for you to achieve such a result in a jam!
Are you going to continue development?
I Like the art, and it's really fun to play it. It looks like magicka (good point for you).
However, it's a bit hard to aim.
Nevermind, congrats for this game guys.
All of that said- I enjoyed it a lot! great animations, good audio, cool mechanic. It's obviously got stuff in line with Magicka but a very cool entry.
It felt a bit weird to get the right angle to actually hit an enemy, and the enemies are in general a bit bullet-spongy, but that's all the criticism I can find really. Great work!
But we did it mush worse)
Graphics is very cool, nice animation
VFX of spells is something unbelievable, wonderful!
You have to get used to controls but you do it. What confused me is that I constantly was doing wrong spells which led to self-damage. But it is what you need in order to learn to use correct spells. Of course I used fireballs the most often :)
Turning enemies into chickens is really funny :) But then I understood that even chickens damage you! I was so upset killing chickens)
Sound is nice, like in a good production game
All mechanics work nice, no bugs spotted
Environment is nice, I would love to have such in our game
Overall this game is... nice:)
Overall nicely done & dobra robota :smile:
Overall, cool game, thanks for that! I enjoyed it!
Good luck!

The only things that bothered me was the arrows controls and aim. I was wondering if the game should have been quite triple A tier if you had diablo like input like moving with mouse click and aming with mouse position.
Still a great entry for a Ludum, Gj !